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Gamification Learning integrated with Local Wisdom based on Character Education, is There an Effect on Problem Solving Ability? Ahmar, Dewi Satria; Magfirah, Magfirah; Poba, Detris; Azzajjad, Muhammad Fath
Jurnal Penelitian Pendidikan IPA Vol 9 No 9 (2023): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i9.4968

Abstract

The aim of this study was to determine the description of students' problem solving skills and the effect of gamification learning on students' problem solving ability. The population in this study consisted of 87 people. the research sample was selected based on purposive sampling technique so that the total sample in this study was 56 students who were divided into 2 classes, namely 28 people in the experimental class and 28 people in the control class. Students' problem solving ability was measured using a problem solving rubric developed by The Association of American Colleges and Universities (2017).  Data analysis used descriptive and inferential data analysis. The results of descriptive data analysis showed that the average value of the experimental class problem solving ability was 80.36 higher than the control class which was 72.86. The results of inferential data analysis with independent sample t-test showed that the significance value of the data was 0.001 (<0.05). Based on the research data, it can be concluded that there is an effect of gamification learning integrated with local wisdom based on character education on students' problem solving ability.
Training on Making Bulletin Learning Media Integrated Character Education : Pelatihan Pembuatan Media Pembelajaran Bulletin Integrated Character Education Ahmar, Dewi Satria; Patmasari, Andi; Ahmar, Ansari Saleh; Azzajjad, Muhammad Fath; Rahmawati, Sitti
Mattawang: Jurnal Pengabdian Masyarakat Vol. 4 No. 3 (2023)
Publisher : Yayasan Ahmar Cendekia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.mattawang2087

Abstract

This service activity aims to improve the ability of teachers to utilize ICT and make ICT-based learning media. The activities carried out include material presentation and practice of making learning media. In the material presentation, the teachers were provided with information about the forms of learning media and the use of ICT in making learning media. In the practical activity, the teachers were guided to make learning media in the form of bulletins and integrate character education into the bulletins. The learning media in the form of bulletins made by teachers is integrated with character education, therefore the learning media made is called BICE (Bulletin Integrated Character Education) learning media. The results of the activity show that the activities carried out can improve the ability of teachers to utilize ICT and create ICT-based learning media through BICE. The ability of teachers in this case increased from the Poor category to the good category. Abstrak Kegiatan pengabdian ini bertujuan untuk meningkatkan kemampuan guru dalam memanfaatkan ICT dan membuat media pembelajaran berbasis ICT. Kegiatan yang dilaksanakan meliputi penyampaian materi dan praktek pembuatan media pembelajaran. Pada penyampaian materi, para guru dibekali dengan informasi mengenai bentuk-bentuk media pembelajaran dan pemanfaatan ICT dalam membuat media pembelajaran. Pada kegiatan praktek, para guru dibimbing untuk membuat media pembelajaran dalam bentuk bulletin dan mengintegrasikan pendidikan karakter di dalam bulletin tersebut. Media pembelajaran dalam bentuk bulletin yang dibuat oleh guru diintegrasikan dengan pendidikan karakter oleh karena itu media pembelajaran yang dibuat disebut dengan media pembelajaran BICE (Bulletin Integrated Character Education). Hasil kegiatan menunjukkan bahwa kegiatan yang dilakukan dapat meningkatkan kemampuan guru dalam memanfaatkan ICT dan membuat media pembelajaran berbasis ICT melalui BICE. Kemampuan guru dalam hal ini meningkat dari kategori cukup baik menjadi kategori baik.
Konflik Teori Belajar dalam Pola Belajar Siswa Digital Native Ahmar, Dewi Satria; Azzajjad, Muhammad Fath
SiNORA Vol. 1 No. 1 (2025)
Publisher : CV. AKIRA JAVA BULU

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Students' learning habits have changed dramatically due to the rapid development of digital technology, especially among digital natives. However, many teachers still rely on traditional learning theories such as behaviorism and cognitivism, resulting in a disconnect between instructional approaches and students’ learning preferences. This study explores the conflict between established learning theories and the actual learning behaviors of digital native students in secondary schools in Palu City, Indonesia. Using a qualitative descriptive method, data were collected through in-depth interviews with five teachers and seven students, alongside classroom observations and documentation. Thematic coding analysis revealed a significant pedagogical gap: while students prefer interactive, technology-driven, and self-directed learning experiences, most teachers continue to use one-way, teacher-centered instructional methods. This mismatch limits student engagement and reduces the overall effectiveness of the learning process. The findings suggest that current pedagogical strategies fail to align with the characteristics and expectations of digital native learners. The study concludes that to address this challenge, educators must shift toward constructivist and connectivist approaches that integrate digital tools and platforms. A reflective transformation in teaching practices is urgently needed to bridge the gap between theoretical frameworks and the practical demands of learning in the digital age.